As many of you are aware, today we are launching the first Common Test of Update 1.0.1. This Common Test builds on the recent visual improvements with a host of new content.

Here is a brief run-down:

Update 1.0.1 Common Test

Italian Tanks

- Italy is not just another nation. Equipped with autoreloaders, the top-tier Italian tanks add an original twist to the traditional gameplay. The autoreloader is hard to master, but pays off once you learn how to use it effectively.

Province Revival

- Italy advances on all fronts! This time, it’s a striking comeback of one of our most discussed maps — Province. Everyone had a strong opinion about this compact location that embraced highly dynamic tactical combat. Only available for Tiers I-III, the map had been intended to become an optimal firing ground for new players. Instead, it turned into a magnet for highly skilled tankers looking for easy prey.

Premium Shells & Consumables Now for Credits Only

- Premium shells and consumables have been one of the hottest topics on the agenda, and during the upcoming Common Test, we’ll take the first step toward making a key revision to the entire mechanic. For Update 1.0.1, we’re planning to disable purchasing Premium shells and consumables with Gold.

Frontline Returns

- Among numerous other features, the Sandbox server hosted the 30-vs-30 Frontline mode last year. It will soon return, this time to production servers, inviting you to join the attack/defense fight for dominance on a huge HD map.

Wish WG the best in their endeavors in addressing the "problem" problem of premium rounds in a future patch. Indeed the forum is rife with players complaining about Premium shells.

The developers realize that the prevalence of use of premium rounds are not indicative of a problem with the premium rounds themselves but a direct result of the corridorization of maps and the introduction of super heavy tanks?

Correct? They do realize that right?

If you simply reduce the damage that premium rounds cause, which appears to be a popular fix, leave maps and super heavies the same, it would be a blatant cash grab to cause players to shoot MORE premium rounds causing them to buy more premium time and premium tanks.

Love the game, play a lot but, speaking for myself who spends more money than I should on this game, a poorly executed "fix" to premium rounds may be the final straw that pushes me and like minded players from this game.

I can already taste the salt from gold flingers. I'll be honest I'm one of them and some tanks need gold to kill so removing the ability to buy them with money is a pretty big epic fail on Wargaming's part and I can't wait to see the train wreck this'll turn out to be.

I can already taste the salt from gold flingers. I'll be honest' I'm one of them and some tanks need gold to kill so removing the ability to buy them with money is a pretty big epic fail on Wargaming's part and I can't wait to see the train wreck this'll turn out to be.

I fail to see how removing the ability to pay gold for premium ammo is a fail. Nobody buys them with gold except on accident anyways. What will be a fail is if they simply make premium rounds do less alpha and cost less, without adding weakspots to tanks like the Type 4/5, Chrysler K, Defender, 268-4, Maus, VK 100.01P, O-I, AT 8, . . . The list goes on.

I can already taste the salt from gold flingers. I'll be honest I'm one of them and some tanks need gold to kill so removing the ability to buy them with money is a pretty big epic fail on Wargaming's part and I can't wait to see the train wreck this'll turn out to be.

Step 1 - Buy gold.

Step 2 - Convert gold into credits (top right).

Step 3 - Buy "premium" ammunition with credits.

This switch is just an interim step. The real change will be when WG starts playing with pen/dmg values.

So if you think people will be salty for not being able to buy premium rounds with "gold". I can't wait to see how people will react when they see their high penetration APCR or HEAT rounds deal -15 to -20% damage. In fact, doing this is brilliant, in terms of game development. Because sure you'll be able to pen your shots, but instead of killing the same tank in 5 rounds, it'll now cost you 6 rounds or even 7 (with bad RNG).

Thank you Cabbage. Kudos on the new line. I've only tried the 8-10 thus far, and they are quite enjoyable. Don't beat them down with the nerf bat before release please. Looking forward to pursuing them.

I don't want to sound whiny, but yo, are we seriously going two full patches without *ANY* game balance changes?

The stuff in the test so far looks good..... but also, like, does WG seriously think its a good idea to dump tanks like the O268V4 into the game and then not bother making any vehicle balance changes at all for at least the next 6 months? That's probably how long it will be after 9.22 came out that 1.0.2 will appear assuming no actual vehicle balance changes come late in this patch.

After playing a few matches in the T95e6 on the test server, I have to say that the improvements make it better, but are not the actual solution to the problem. Changing the giant, soft hatch on the roof is. The solution has already been proven with the M48 Patton. You switched the turret from the A1 to the A5, and the tank instantly became better without changing other parameters of the tank.

I would recommend keeping the mobility and accuracy buffs, but then instead of increasing DPM, do something about the turret. It will consistently under-perform compared to other mediums as long as that hatch is there. I would recommend a similar change to the M60 as well. Although I don't own that tank, I can imagine it suffers from the same problem.

CT- the Italian tanks are OP from tier 8 onward, good mobility, good armor if angled and good speed. auto loader is superior to the normal auto loaders if you remember to reload before last shell, i.e. dont fire last shell unless you really have to.

Not seen Province yet but a welcome return if the changes allow more tactical play.(just played Province, it still lends itself to ridge against ridge shooting but with a bigger map profile it has allowed for faster tanks to get in to position to spot quicker, i would still not take a tank in to the valley unless you have serious cover from your team mates, getting across in to shooting positions where the old snakes path used to be on both ends of the map is going to be a medium tanks happy place) Map rotation seems to go in phases of the same couple of maps for 6-7 times then a random thrown in.

Long and slow game loading times compared to the normal 1.0 game, maybe due to players from all over the world logging to one server.

Even with low ping, 32/40 some teleporting has happened with lower tier game play.

Graphics package seem stable after initial load in where the graphics of rocks and some tanks are blocky.

Prem ammo will still be bought using credits and for those with the money, gold converted to credits will still buy prem rounds?

CT- the Italian tanks are OP from tier 8 onward, good mobility, good armor if angled and good speed. auto loader is superior to the normal auto loaders if you remember to reload before last shell, i.e. dont fire last shell unless you really have to.

Please don't listen to the troll. QuickyBaby did an honestly good review of the tank. The video is long because he does a replay, but his review of the tank is accurate and I'm confident the community agrees as the video has almost no dislikes. The Progetto 65 is quite lacking from my own experience on the test server as well. https://youtu.be/-LCwJ94XE5g

Please don't listen to the troll. QuickyBaby did an honestly good review of the tank. The video is long because he does a replay, but his review of the tank is accurate and I'm confident the community agrees as the video has almost no dislikes. The Progetto 65 is quite lacking from my own experience on the test server as well. https://youtu.be/-LCwJ94XE5g

The developers realize that the prevalence of use of premium rounds are not indicative of a problem with the premium rounds themselves but a direct result of the corridorization of maps and the introduction of super heavy tanks?

Correct? They do realize that right?

I hope they do, as that is the reason premium rounds are fired. To crack a tank that is sniping and unbeatable from range with regular AP rounds. With 14 other tanks on the enemy, you can't just say flank the single (not likely single, probably 3-4-5) super heavily armored tanks. To flank is killing multiple enemies successfully and then hoping the heavily armored tank doesn't reposition or has already derped your holding force away. A lot of ifs to defeat a single tank with regular rounds.

dominator_98, on Apr 13 2018 - 14:37, said:

I fail to see how removing the ability to pay gold for premium ammo is a fail. Nobody buys them with gold except on accident anyways. What will be a fail is if they simply make premium rounds do less alpha and cost less, without adding weakspots to tanks like the Type 4/5, Chrysler K, Defender, 268-4, Maus, VK 100.01P, O-I, AT 8, . . . The list goes on.

Like to echo this, produce tanks with weak spots like tanks of old WoT (first 4-5 years) all had obvious weak spots to shoot at. New tanks literally have nothing, except maybe a cupola you might hit 50% of the time, and pen 25% of the time.

Tupinambis, on Apr 13 2018 - 23:18, said:

I don't want to sound whiny, but yo, are we seriously going two full patches without *ANY* game balance changes?

The stuff in the test so far looks good..... but also, like, does WG seriously think its a good idea to dump tanks like the O268V4 into the game and then not bother making any vehicle balance changes at all for at least the next 6 months? That's probably how long it will be after 9.22 came out that 1.0.2 will appear assuming no actual vehicle balance changes come late in this patch.

And there you go, this is why we shoot premium, you don't fix the real problem. Decent and good players play these heavily armored tanks well and will block thousands of damage every game. Bad players will play these tanks, not block anything, be shot with premium because they play OP tank, and then complain it is because premium killed them. Not playing with no support, rushing, or playing alone bush camping till their whole team is dead. I love people who complain about premium when in fact regular AP would pen their tank anyway, so does it really matter another player is just wasting credits? He'd pen you anyway.

I think APCR should have it's silver price lowered, aim-circle removed for pinpoint guaranteed accurate shots, keep dmg par with AP shells, AND UNTIL they nerf some super armoured tanks armour-values(Obj 268 4 and some others in its line, and Super heavies for ex.) leave the increased pen values.